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Arcade › Starlight Temple
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Cameron Mains built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Starlight Temple yet. Play it, then tell Cameron Mains what you would add next.
Starlight Temple was built by Cameron Mains with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Starlight Temple opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-based Three.js 3D arena game titled “Starlight Temple.” The camera is a third-person elevated follow camera, looking down into a compact circular sci-fi hangar/temple arena. Keep the world bounded to roughly a 17 by 17 playable area, with a dark navy-black background, exponential blue fog, a starfield of many tiny points, cool cinematic lighting, glowing emissive materials, soft shadows, and a metallic low-poly space-room floor. Load or recreate a modular sci-fi room/hangar environment, with laser gates at the north and south edges and two bundles of floor cables. If external models are unavailable, provide simple geometric stand-ins. The player is a small original big-eared green alien mystic in a brown/dark robe, not a copyrighted character: a low-poly cone-like robe, oversized green head, wide flattened ears with orange inner surfaces, huge black eyes with white sparkles, tiny nose, small reaching sleeves and hands. Place a small bright cyan glowing orb in front of the hands. Add a translucent cyan shield bubble around the player, visible and flickering while the player is invulnerable after taking damage. The avatar gently bobs and faces its movement or firing direction. The core objective is to explore the arena and collect all 5 glowing gold star crystals. Place floating, rotating octahedral crystals at approximately (-6,-5), (5.7,-4.7), (6,4.8), (-5.6,4.4), and (0,-6.4) on the arena floor, with bobbing motion and warm point lights. On contact, remove a crystal, increment the crystal counter, award 100 score, show a brief “CRYSTAL n/5” message, and spawn gold sparks. Collecting all five immediately wins, displays “TEMPLE SAVED,” and stops active gameplay. Populate the arena with four hovering sentry drones initially positioned around a radius of 6.7. Each drone is an original geometric enemy: a glowing red/pink faceted icosahedral core, a horizontal cyan torus ring, a small pale eye, and a red point light. Drones hover with a sinusoidal vertical wobble, rotate, pursue the player when farther than about 1.3 units, and periodically fire red enemy bolts when within about 8 units. Allow additional drones to spawn from the four arena edges every few seconds, up to 8 active enemies. Drone contact continuously damages the player, while enemy red bolts deal damage on impact. Each drone has 2 HP. Implement movement with WASD and arrow keys, normalized diagonal movement, smooth acceleration/deceleration, and clamp the player inside approximately +/-8.6 on X and Z. Support mouse/touch pointer aiming: raycast the pointer onto a horizontal plane and aim attacks toward that point. Clicking the canvas or pressing Space fires. The primary attack creates a very brief bright cyan/blue beam from the orb/hands toward the aim point, with a thin luminous core, a wider transparent aura, and a point-light flash; it damages every drone intersecting the beam within about 10.5 range for 2 HP, producing cyan sparks and awarding 75 score per defeated drone. Also create a small cyan friendly bolt effect if desired only where consistent with the existing visual language, but the beam is the main visible shooting attack. Press E or a mobile PULSE button to release a cyan expanding ring centered on the player. Give it a roughly 4.2-second cooldown. As it expands, it can affect each nearby drone once, knock it back about 1.6 units, subtract 1 HP, and make cyan sparks; destroying one awards 50 score. The fire attack has roughly a 0.38-second cooldown. The player begins with a shield value of 180, despite the initial HUD’s compact/default-looking shield presentation; damage cannot be applied during a roughly 0.65-second invulnerability window. When shield reaches zero, end the game, display “SHIELD DOWN,” and show a Restart mission button. Restart resets score, shield, crystals, enemies, projectiles, effects, cooldowns, and positions, then briefly displays “MISSION START.” Use transient cyan/red/gold spark particles for impacts and pickups, short-lived glowing beam effects, and simple synthesized beeps for firing, hits, pickup, pulse, and damage where browser audio is available. The HUD is fixed over the canvas with translucent dark blue rounded panels and cyan borders: top-left “Score 0” and top-right “Crystals 0/5 · Shield [value] · Pulse [READY or seconds]”. Show large centered glowing status messages near the top such as MISSION START, CRYSTAL 1/5, TEMPLE SAVED, or SHIELD DOWN. At the bottom, show the instruction panel: “WASD / arrows to move · Mouse or touch to aim · Click / Space shoots the blue beam · E releases a Force-style pulse”. On coarse/mobile screens, show a translucent D-pad at bottom-left with up/left/right/down buttons and bottom-right circular PULSE and FIRE buttons; these buttons emulate the keyboard/action controls and support touch-and-hold movement. Include a restart button on win/loss. Preserve the minimalist dark space composition, strong cyan/gold/red glow accents, and low-poly arcade presentation shown by the reference.